410 lines
7.0 KiB
Plaintext
410 lines
7.0 KiB
Plaintext
|
|
||
|
/*
|
||
|
|
||
|
A monster is in fight mode if it thinks it can effectively attack its
|
||
|
enemy.
|
||
|
|
||
|
When it decides it can't attack, it goes into hunt mode.
|
||
|
|
||
|
*/
|
||
|
|
||
|
float(float v) anglemod;
|
||
|
|
||
|
void() knight_atk1;
|
||
|
void() knight_runatk1;
|
||
|
void() ogre_smash1;
|
||
|
void() ogre_swing1;
|
||
|
|
||
|
void() sham_smash1;
|
||
|
void() sham_swingr1;
|
||
|
void() sham_swingl1;
|
||
|
|
||
|
float() DemonCheckAttack;
|
||
|
void(float side) Demon_Melee;
|
||
|
|
||
|
void(vector dest) ChooseTurn;
|
||
|
|
||
|
void() ai_face;
|
||
|
|
||
|
|
||
|
float enemy_vis, enemy_infront, enemy_range;
|
||
|
float enemy_yaw;
|
||
|
|
||
|
|
||
|
void() knight_attack =
|
||
|
{
|
||
|
local float len;
|
||
|
|
||
|
// decide if now is a good swing time
|
||
|
len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs));
|
||
|
|
||
|
if (len<80)
|
||
|
knight_atk1 ();
|
||
|
else
|
||
|
knight_runatk1 ();
|
||
|
};
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
CheckAttack
|
||
|
|
||
|
The player is in view, so decide to move or launch an attack
|
||
|
Returns FALSE if movement should continue
|
||
|
============
|
||
|
*/
|
||
|
float() CheckAttack =
|
||
|
{
|
||
|
local vector spot1, spot2;
|
||
|
local entity targ;
|
||
|
local float chance;
|
||
|
|
||
|
targ = self.enemy;
|
||
|
|
||
|
// see if any entities are in the way of the shot
|
||
|
spot1 = self.origin + self.view_ofs;
|
||
|
spot2 = targ.origin + targ.view_ofs;
|
||
|
|
||
|
traceline (spot1, spot2, FALSE, self);
|
||
|
|
||
|
if (trace_ent != targ)
|
||
|
return FALSE; // don't have a clear shot
|
||
|
|
||
|
if (trace_inopen && trace_inwater)
|
||
|
return FALSE; // sight line crossed contents
|
||
|
|
||
|
if (enemy_range == RANGE_MELEE)
|
||
|
{ // melee attack
|
||
|
if (self.th_melee)
|
||
|
{
|
||
|
if (self.classname == "monster_knight")
|
||
|
knight_attack ();
|
||
|
else
|
||
|
self.th_melee ();
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// missile attack
|
||
|
if (!self.th_missile)
|
||
|
return FALSE;
|
||
|
|
||
|
if (time < self.attack_finished)
|
||
|
return FALSE;
|
||
|
|
||
|
if (enemy_range == RANGE_FAR)
|
||
|
return FALSE;
|
||
|
|
||
|
if (enemy_range == RANGE_MELEE)
|
||
|
{
|
||
|
chance = 0.9;
|
||
|
self.attack_finished = 0;
|
||
|
}
|
||
|
else if (enemy_range == RANGE_NEAR)
|
||
|
{
|
||
|
if (self.th_melee)
|
||
|
chance = 0.2;
|
||
|
else
|
||
|
chance = 0.4;
|
||
|
}
|
||
|
else if (enemy_range == RANGE_MID)
|
||
|
{
|
||
|
if (self.th_melee)
|
||
|
chance = 0.05;
|
||
|
else
|
||
|
chance = 0.1;
|
||
|
}
|
||
|
else
|
||
|
chance = 0;
|
||
|
|
||
|
if (random () < chance)
|
||
|
{
|
||
|
self.th_missile ();
|
||
|
SUB_AttackFinished (2*random());
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_face
|
||
|
|
||
|
Stay facing the enemy
|
||
|
=============
|
||
|
*/
|
||
|
void() ai_face =
|
||
|
{
|
||
|
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
||
|
ChangeYaw ();
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_charge
|
||
|
|
||
|
The monster is in a melee attack, so get as close as possible to .enemy
|
||
|
=============
|
||
|
*/
|
||
|
float (entity targ) visible;
|
||
|
float(entity targ) infront;
|
||
|
float(entity targ) range;
|
||
|
|
||
|
void(float d) ai_charge =
|
||
|
{
|
||
|
ai_face ();
|
||
|
movetogoal (d); // done in C code...
|
||
|
};
|
||
|
|
||
|
void() ai_charge_side =
|
||
|
{
|
||
|
local vector dtemp;
|
||
|
local float heading;
|
||
|
|
||
|
// aim to the left of the enemy for a flyby
|
||
|
|
||
|
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
||
|
ChangeYaw ();
|
||
|
|
||
|
makevectors (self.angles);
|
||
|
dtemp = self.enemy.origin - 30*v_right;
|
||
|
heading = vectoyaw(dtemp - self.origin);
|
||
|
|
||
|
walkmove(heading, 20);
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_melee
|
||
|
|
||
|
=============
|
||
|
*/
|
||
|
void() ai_melee =
|
||
|
{
|
||
|
local vector delta;
|
||
|
local float ldmg;
|
||
|
|
||
|
if (!self.enemy)
|
||
|
return; // removed before stroke
|
||
|
|
||
|
delta = self.enemy.origin - self.origin;
|
||
|
|
||
|
if (vlen(delta) > 60)
|
||
|
return;
|
||
|
|
||
|
ldmg = (random() + random() + random()) * 3;
|
||
|
T_Damage (self.enemy, self, self, ldmg);
|
||
|
};
|
||
|
|
||
|
|
||
|
void() ai_melee_side =
|
||
|
{
|
||
|
local vector delta;
|
||
|
local float ldmg;
|
||
|
|
||
|
if (!self.enemy)
|
||
|
return; // removed before stroke
|
||
|
|
||
|
ai_charge_side();
|
||
|
|
||
|
delta = self.enemy.origin - self.origin;
|
||
|
|
||
|
if (vlen(delta) > 60)
|
||
|
return;
|
||
|
if (!CanDamage (self.enemy, self))
|
||
|
return;
|
||
|
ldmg = (random() + random() + random()) * 3;
|
||
|
T_Damage (self.enemy, self, self, ldmg);
|
||
|
};
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
SoldierCheckAttack
|
||
|
|
||
|
The player is in view, so decide to move or launch an attack
|
||
|
Returns FALSE if movement should continue
|
||
|
============
|
||
|
*/
|
||
|
float() SoldierCheckAttack =
|
||
|
{
|
||
|
local vector spot1, spot2;
|
||
|
local entity targ;
|
||
|
local float chance;
|
||
|
|
||
|
targ = self.enemy;
|
||
|
|
||
|
// see if any entities are in the way of the shot
|
||
|
spot1 = self.origin + self.view_ofs;
|
||
|
spot2 = targ.origin + targ.view_ofs;
|
||
|
|
||
|
traceline (spot1, spot2, FALSE, self);
|
||
|
|
||
|
if (trace_inopen && trace_inwater)
|
||
|
return FALSE; // sight line crossed contents
|
||
|
|
||
|
if (trace_ent != targ)
|
||
|
return FALSE; // don't have a clear shot
|
||
|
|
||
|
|
||
|
// missile attack
|
||
|
if (time < self.attack_finished)
|
||
|
return FALSE;
|
||
|
|
||
|
if (enemy_range == RANGE_FAR)
|
||
|
return FALSE;
|
||
|
|
||
|
if (enemy_range == RANGE_MELEE)
|
||
|
chance = 0.9;
|
||
|
else if (enemy_range == RANGE_NEAR)
|
||
|
chance = 0.4;
|
||
|
else if (enemy_range == RANGE_MID)
|
||
|
chance = 0.05;
|
||
|
else
|
||
|
chance = 0;
|
||
|
|
||
|
if (random () < chance)
|
||
|
{
|
||
|
self.th_missile ();
|
||
|
SUB_AttackFinished (1 + random());
|
||
|
if (random() < 0.3)
|
||
|
self.lefty = !self.lefty;
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
};
|
||
|
//=============================================================================
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
ShamCheckAttack
|
||
|
|
||
|
The player is in view, so decide to move or launch an attack
|
||
|
Returns FALSE if movement should continue
|
||
|
============
|
||
|
*/
|
||
|
float() ShamCheckAttack =
|
||
|
{
|
||
|
local vector spot1, spot2;
|
||
|
local entity targ;
|
||
|
local float chance;
|
||
|
local float enemy_yaw;
|
||
|
|
||
|
if (enemy_range == RANGE_MELEE)
|
||
|
{
|
||
|
if (CanDamage (self.enemy, self))
|
||
|
{
|
||
|
self.attack_state = AS_MELEE;
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (time < self.attack_finished)
|
||
|
return FALSE;
|
||
|
|
||
|
if (!enemy_vis)
|
||
|
return FALSE;
|
||
|
|
||
|
targ = self.enemy;
|
||
|
|
||
|
// see if any entities are in the way of the shot
|
||
|
spot1 = self.origin + self.view_ofs;
|
||
|
spot2 = targ.origin + targ.view_ofs;
|
||
|
|
||
|
if (vlen(spot1 - spot2) > 600)
|
||
|
return FALSE;
|
||
|
|
||
|
traceline (spot1, spot2, FALSE, self);
|
||
|
|
||
|
if (trace_inopen && trace_inwater)
|
||
|
return FALSE; // sight line crossed contents
|
||
|
|
||
|
if (trace_ent != targ)
|
||
|
{
|
||
|
return FALSE; // don't have a clear shot
|
||
|
}
|
||
|
|
||
|
// missile attack
|
||
|
if (enemy_range == RANGE_FAR)
|
||
|
return FALSE;
|
||
|
|
||
|
self.attack_state = AS_MISSILE;
|
||
|
SUB_AttackFinished (2 + 2*random());
|
||
|
return TRUE;
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
OgreCheckAttack
|
||
|
|
||
|
The player is in view, so decide to move or launch an attack
|
||
|
Returns FALSE if movement should continue
|
||
|
============
|
||
|
*/
|
||
|
float() OgreCheckAttack =
|
||
|
{
|
||
|
local vector spot1, spot2;
|
||
|
local entity targ;
|
||
|
local float chance;
|
||
|
|
||
|
if (enemy_range == RANGE_MELEE)
|
||
|
{
|
||
|
if (CanDamage (self.enemy, self))
|
||
|
{
|
||
|
self.attack_state = AS_MELEE;
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (time < self.attack_finished)
|
||
|
return FALSE;
|
||
|
|
||
|
if (!enemy_vis)
|
||
|
return FALSE;
|
||
|
|
||
|
targ = self.enemy;
|
||
|
|
||
|
// see if any entities are in the way of the shot
|
||
|
spot1 = self.origin + self.view_ofs;
|
||
|
spot2 = targ.origin + targ.view_ofs;
|
||
|
|
||
|
traceline (spot1, spot2, FALSE, self);
|
||
|
|
||
|
if (trace_inopen && trace_inwater)
|
||
|
return FALSE; // sight line crossed contents
|
||
|
|
||
|
if (trace_ent != targ)
|
||
|
{
|
||
|
return FALSE; // don't have a clear shot
|
||
|
}
|
||
|
|
||
|
// missile attack
|
||
|
if (time < self.attack_finished)
|
||
|
return FALSE;
|
||
|
|
||
|
if (enemy_range == RANGE_FAR)
|
||
|
return FALSE;
|
||
|
|
||
|
else if (enemy_range == RANGE_NEAR)
|
||
|
chance = 0.10;
|
||
|
else if (enemy_range == RANGE_MID)
|
||
|
chance = 0.05;
|
||
|
else
|
||
|
chance = 0;
|
||
|
|
||
|
self.attack_state = AS_MISSILE;
|
||
|
SUB_AttackFinished (1 + 2*random());
|
||
|
return TRUE;
|
||
|
};
|
||
|
|